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Question by AlucardJay · Mar 21, 2012 at 05:04 AM · rigidbodyspeedlimit

capping the speed of a rigidbody

I am trying to write a script for a hover board.

The problem I'm having is capping the speed.

The script I have does cap the speed , but then locks out the opposite force being applied.

 var moveZ : float = 0.0;
 var speed : float = 1.0;
 var maxSpeed : float = 5.0;
 var mySpeed : float = 1.0;
 
 function FixedUpdate () {
     mySpeed = rigidbody.velocity.magnitude;    
     moveZ = Input.GetAxis ("Vertical");
     if (mySpeed < maxSpeed)
     {
         rigidbody.AddRelativeForce(Vector3.forward * (moveZ * speed));
     }
 }
 

Can anyone help with this simple problem?

here is the project : http://www.alucardj.net16.net/unityquestions/hoverboard%201-1a.html

here is the full script : http://www.alucardj.net16.net/unityquestions/ScriptHover1-1a.js

(note: the textures and objects are basic =] , I am just using them to write the script , and for now the rigidbody constraints are on for rotation X and Z)

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avatar image AlucardJay · Mar 21, 2012 at 03:55 PM 0
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What I am looking for but cannot work out is a way to : check if speed is forward don't add more forward force (limit speed) but add normal backward force ; then if speed/movement is backwards, cap backward speed and allow normal forward force to be added . If that makes any more sense ?!

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Answer by AlucardJay · Apr 15, 2012 at 08:37 AM

I have solved this using a couple of methods combined.

As the hoverboard was frictionless , I had to apply my own drag (imagined as air resistance).

Secondly, add force is now multiplied by (maxspeed - speed) / maxspeed under certain conditions ;

this is applied and calculated by normalizing the rigidbody.velocity, then using a dot product to check against if force is being added in the current direction (transform.forward); if so apply above force multiplier

e.g. Player is moving forward, input is forward , dot product is 1 , so check maxspeed , if at maxspeed addForce = 0 , else add force of (maxspeed - speed) / maxspeed while dot product > 0.5

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Answer by Bicko · Mar 21, 2012 at 11:15 AM

http://answers.unity3d.com/questions/23778/limit-rigidbody-velocity.html

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avatar image AlucardJay · Mar 22, 2012 at 01:00 AM 0
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Thanks, but what I am looking for but cannot work out is a way to : check if speed is forward don't add more forward force (limit speed) but add normal backward force ; then if speed/movement is backwards, cap backward speed and allow normal forward force to be added . If that makes any more sense ?! The link basically does what my script does now ; increase, then cap (not allowing for force to be recognized and added in opposite direction).

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